Automating the process of texture mapping with Three.js

I am looking for a solution to automate texture mapping on a mesh. In the scenario depicted in the image, I have applied a single texture (1024 X 1024 pixels) to two cubes, each with different surface areas. The texture appears resized for both cubes due to scaling based on the UV coordinates. I am curious if there is a method to calculate the ideal image scale for each surface. Is there a mathematical equation that relates surface bounds, UV coordinates, and image size?
https://i.sstatic.net/4gi3e.jpg

Answer №1

If the texture is seamless (no visible seams when repeating), you can replicate the texture to match the size of the cube.

// Depending on how the cube is created, the actual size of the cube is stored in either
// the geometry, the transformation matrix (or object scale), or both. This should take everything into account.
var size = cube.geometry.boundingBox.getSize().multiply(cube.scale);

// Adjust the texture size with `resolution` or a specific constant
var repeatFactor = resolution * size.x;

var texture = cube.material.map;
texture.wrapS = THREE.RepeatWrapping;
texture.wrapT = THREE.RepeatWrapping;
texture.repeat.set(repeatFactor, repeatFactor);
texture.needsUpdate = true;

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